﻿using Unity.Entities;

//判断：是否应该回收该实体
public struct PoolReceiveTag : IComponentData, IEnableableComponent
{

}

public struct PoolEnemyTag : IComponentData
{

}

//数据池存放的实体
public struct PoolElement : IBufferElementData
{
    public Entity Entity;
}

// 池配置单例：控制预热与扩容
public struct PoolConfig : IComponentData
{
    public int InitialSize;//数据池初始容量
    public int ExpansionSize;//数据池每次扩充的大小
}